Department of Psychiatry (Dr Savulich, Mr Piercy, and Profs Suckling, O'Brien, and Sahakian), and MRC/Wellcome Trust Behavioural and Clinical Neuroscience Institute (Dr Savulich, Mr Piercy, and Profs Suckling, Rowe, and Sahakian) University of Cambridge, Cambridge, United Kingdom; Department of Psychological Sciences, University of East Anglia, Norwich, United Kingdom (Prof Fox); Department of Clinical Neurosciences and MRC Cognition and Brain Sciences Unit, University of Cambridge, Cambridge, United Kingdom (Prof Rowe).
Int J Neuropsychopharmacol. 2017 Aug 1;20(8):624-633. doi: 10.1093/ijnp/pyx040.
Cognitive training is effective in patients with mild cognitive impairment but does not typically address the motivational deficits associated with older populations with memory difficulties.
We conducted a randomized controlled trial of cognitive training using a novel memory game on an iPad in 42 patients with a diagnosis of amnestic mild cognitive impairment assigned to either the cognitive training (n=21; 8 hours of gameplay over 4 weeks) or control (n=21; clinic visits as usual) groups.
Significant time-by-pattern-by-group interactions were found for cognitive performance in terms of the number of errors made and trials needed on the Cambridge Neuropsychological Test Automated Battery Paired Associates Learning task (P=.044; P=.027). Significant time-by-group interactions were also found for the Cambridge Neuropsychological Test Automated Battery Paired Associates Learning first trial memory score (P=.002), Mini-Mental State Examination (P=.036), the Brief Visuospatial Memory Test (P=.032), and the Apathy Evaluation Scale (P=.026). Within-group comparisons revealed highly specific effects of cognitive training on episodic memory. The cognitive training group maintained high levels of enjoyment and motivation to continue after each hour of gameplay, with self-confidence and self-rated memory ability improving over time.
Episodic memory robustly improved in the cognitive training group. "Gamified" cognitive training may also enhance visuospatial abilities in patients with amnestic mild cognitive impairment. Gamification maximizes engagement with cognitive training by increasing motivation and could complement pharmacological treatments for amnestic mild cognitive impairment and mild Alzheimer's disease. Larger, more controlled trials are needed to replicate and extend these findings.
认知训练在轻度认知障碍患者中是有效的,但通常无法解决与有记忆障碍的老年人群相关的动机缺陷。
我们在 42 名被诊断为遗忘型轻度认知障碍的患者中进行了一项使用 iPad 上新型记忆游戏的随机对照试验,将患者分为认知训练组(n=21;4 周内玩 8 小时游戏)和对照组(n=21;常规就诊)。
在剑桥神经心理学测试自动化电池成对联想学习任务(错误数和所需试验)的认知表现方面,发现了显著的时间-模式-组间交互作用(P=.044;P=.027)。在剑桥神经心理学测试自动化电池成对联想学习第一次试验记忆评分(P=.002)、简易精神状态检查(P=.036)、简短视觉空间记忆测试(P=.032)和淡漠评估量表(P=.026)方面也发现了显著的时间-组间交互作用。组内比较显示认知训练对情景记忆有高度特异性的影响。认知训练组在每小时游戏后保持高度的享受和继续的动力,自信心和自我评定的记忆能力随着时间的推移而提高。
认知训练组的情景记忆显著提高。“游戏化”认知训练也可能增强遗忘型轻度认知障碍患者的视觉空间能力。游戏化通过提高动机最大限度地提高认知训练的参与度,并可以补充遗忘型轻度认知障碍和轻度阿尔茨海默病的药物治疗。需要更大、更受控的试验来复制和扩展这些发现。